RisiKo! Più
RisiKo! Più Rulebook
Table of Contents
Table of Contents
Components
The box contains:
- 1 game board showing Europe, divided into 6 Empires and 44 Territories.
- 6 groups of 66 tanks, one colour per group. EACH TANK REPRESENTS ONE ARMY.
- 6 groups of 5 larger tanks, one colour per group. EACH LARGER TANK REPRESENTS 5 ARMIES.
- 6 groups of 5 flags, one colour per group. EACH FLAG REPRESENTS 10 ARMIES.
- 6 fortresses, one for each Empire.
- 6 banners, each bearing the initial of one of the 6 European Empires, to be detached from their plastic support.
- 1 deck of 48 cards: 12 Reinforcement, 7 Spy, 8 General, 6 Admiral, 8 Marshal, 7 Diplomat.
- 1 flagship, used to transport armies in attacks by sea.
- 6 dice: 3 red for attack and 3 blue for defence.
The 6 Empires into which Europe is divided are the British, French, Ottoman, German, Russian and Austro-Hungarian Empires.
The Empires have the following numbers of territories:
- British: 5
- French: 6
- Ottoman: 6
- German: 5
- Russian: 6
- Austro-Hungarian: 5
Each Empire is marked with a different colour.
Example: the territories that belong to the British Empire are Yorkshire, Ireland, Wales, London and Scotland.
There are also 11 independent territories, coloured green. These territories are divided into three blocks:
- Norway, Sweden, Finland, Denmark.
- Madrid, Barcelona, Portugal.
- Switzerland, Venice, Rome, Naples.
Each block of independent territories does not form an Empire.
On the board, some territories are separated by sea but are linked to each other by dotted lines. These lines indicate that armies may move between them without using the flagship.
The Black Sea is the only large body of water on the board that is completely surrounded by land. Players using the flagship on the Black Sea may transport armies only to and from a territory that borders the Black Sea, in order to attack an enemy territory.
The flagship cannot be used only to carry your own armies from one sea territory to another sea territory.
Object of the Game
Occupy completely 3 Empires in addition to your own.
How to Play
Read the rules carefully before you start playing.
On each turn, every player carries out the following operations, in this order:
- Takes the Supplementary Armies, if entitled to them, and places them as they choose on their territories.
- If they have fewer than 3 cards, draws one or more from the deck until they have three.
- Draws a card.
- Plays one or more cards of their choice.
- Attacks, if they wish, and plays one or more cards of their choice.
- Moves, if they wish, armies from one territory to an adjacent one, whether or not they have launched an attack.
A player's turn ends when:
- they decide to suspend their attacks and wait for the outcome of the other players' moves; or
- they are left with only one army to garrison each of their territories.
Strategic Advice
- Protect your fortress with the greatest possible number of armies: if you lose it, you are eliminated from the game!
- To conquer a fortress, it is good to attack with at least twice as many armies as are defending it: remember that you can roll only 2 dice in each battle.
- When you attack by sea, playing the Admiral card, conquer a weakly defended territory adjacent to your objective. In this way you can organise your land attack better.
Always remember that a player cannot attack from a territory that has only one army.
Supplementary Armies
At the start of each turn, take all the Supplementary Armies to which you are entitled, distributing them on the territories you occupy, according to the following table:
- 2 armies for each enemy banner on your fortress.
- 4 armies for the complete occupation of a block of independent territories.
- 6 armies for the complete occupation of each Empire.
- 15 armies for the occupation of all 11 independent territories.
A player WINS who occupies completely 3 Empires in addition to their own. They must therefore garrison with at least one army all the territories of 4 of the 6 Empires on the board (their own Empire plus three others).
Moves
At the end of each of your turns, you are entitled to move some or all of the armies from one of your territories to another adjacent territory that you occupy, leaving at least one army as a garrison on the territory from which you moved.
Hidden Armies
These may be used ONCE ONLY, at any point in the game, to defend the territory where they are hidden or to launch an attack from that territory. To be able to use them, you must occupy the territory where they were hidden.
Show the other players the sheet on which you wrote the name of the territory, and place on the board a number of armies equal to the number shown above the last Reinforcement card played.
The longer the Hidden Armies remain hidden, the greater their number may be when they are used.
Attack
An attack consists of one or more battles fought with dice. The aim of an attack is to conquer a territory, having defeated all the enemy armies present on it.
Battles are fought as follows:
The attacker announces aloud the territory from which the attack is launched and the territory attacked. If they forget to do this, the defender is entitled to "blow" 3 armies from the territory from which the attack was launched. Armies destroyed during battles are removed from the board and returned to the box.
You may attack only in order to conquer an adjacent enemy territory, but you must always have at least two armies on the territory from which you launch the attack, since one army always remains as a garrison.
Each battle may be fought, both in attack and in defence, with a maximum of three armies. The attacker rolls a number of red dice equal to the number of armies they wish to use; the defender does the same with blue dice. Before rolling the dice, the attacker first and the defender afterwards declare how many armies they intend to use.
In any case, you may not roll more dice than the number of armies present on the territory.
Exception to the rule: when a fortress is attacked, no more than 2 dice may be played. This applies both to the attacker and to the defender.
Battle Result
The scores obtained with the dice are NEVER ADDED together.
When the two players have rolled their dice, the scores are compared according to the following criteria:
- If each player has rolled one die, the higher score wins and the loser removes one army from their territory. In case of a tie, the defender wins.
- If more than one die has been rolled by each side, the highest attacker die is compared with the highest defender die, one at a time, and the comparison proceeds by progressive elimination of the lowest score.
Example 1: Attacker's dice: 5, 3. Defender's dice: 6, 2. Result: the attacker and the defender each lose one army.
Example 2: Attacker's dice: 6, 4, 3. Defender's die: 5. Result: the defender loses one army.
Example 3: Attacker's die: 6. Defender's die: 6. Result: the attacker loses one army.
Example 4: Attacker's dice: 6, 2, 2. Defender's dice: 5, 4, 2. Result: the defender loses one army, and the attacker loses two.
Transcriber's correction: the source reads "the attacker loses one army and the attacker loses two". The dice comparison (6 against 5 won by the attacker; 2 against 4 and 2 against 2 won by the defender) gives the defender one army lost and the attacker two. The wording above follows the dice.
Conquest of a Territory
When you have defeated the last army present on an enemy territory, you must occupy that territory with at least as many armies as were actually used in the last dice roll. You may transport to the conquered territory as many armies as you wish, but you must always leave at least one army as a garrison on the territory from which you launched the attack.
Conquest of a Fortress
When you have defeated the last army on the territory garrisoned by a fortress, you conquer it and the player who owned it is eliminated from the game. Then carry out the following operations:
- Remove the conquered fortress from the game.
- Transport each of its banners to your fortress.
- Remove from the game the armies of the defeated player.
- Redistribute one army onto each territory left free by the defeated player, using the armies on your territories, starting with those with which you attacked. Each territory that you do not wish or are not able to occupy must be occupied, in turn, by the other players, using their armies taken from any of their territories on the board.
- Add the cards of the defeated player to your own.
- Take possession of the Hidden Armies of the defeated player, if these have not yet been used.
Cards
Reinforcement Cards
These cards allow you to increase the armies to be placed on one or more of your territories.
Play the Reinforcement cards BEFORE launching the first attack of your turn.
Place the Reinforcement card or cards under the numbered side of the board, one card under each number, in progressive order, starting from the first number on the left (3) and proceeding up to the maximum number (14).
The SUM of the numbers shown above the cards you have just played represents the number of armies to which you are entitled.
Spy
With this card you may "spy" on ALL the cards held by one opposing player, and then eliminate ONE of them of your choice.
Show all players the card of your opponent that you have chosen to eliminate, then discard it face up, together with your Spy card, onto the discard pile.
The opposing player may prevent you from looking at their cards by playing a Spy card of their own. In this case the two cards are discarded without anything else happening.
General
Used only in ATTACK, and increases the highest score obtained with the dice by 1.
You may play it at any time before announcing how many armies you wish to attack with, but once played it cannot be withdrawn until the conclusion of the attack itself.
If, despite this help, your opponent manages to obtain with the dice a score EQUAL to or HIGHER than yours, the General card is discarded.
Then you may:
- play, if you wish and if you have one, another General card;
- continue the attack without the General card;
- end your attack.
If at the end of the attack your General has not been eliminated, you may take it back among your cards.
Admiral
Allows you to attack an enemy territory at sea with the flagship.
You may play it ONCE ONLY per turn and exclusively to attack, but once played it cannot be withdrawn until the conclusion of the attack.
Embark on the flagship as many armies as you wish from one of your sea territories, leaving at least one army as a garrison. Bring the flagship close to the enemy territory and land 1, 2 or 3 armies for each battle.
If you win the attack, land all the armies remaining on the flagship in the conquered territory, and take the Admiral card back among your cards. If instead you lose the attack, you must discard it.
Marshal
This card is played ONLY in DEFENCE and increases the highest score obtained with the dice by 1.
Once played against an attack, this card cannot be withdrawn until the conclusion of that attack.
If, despite this help, your opponent manages to obtain with the dice a HIGHER score, discard your card. If you have one, you may play another Marshal card.
If at the end of the attack your Marshal has not been eliminated, you may take it back among your cards.
Diplomat
Used to impose a truce on another player.
Play this card or these cards against one or more opposing players, BEFORE launching the first attack of your turn. You may not attack a player or players with whom you have made a truce, and that player or those players may not attack you in the same turn. The truce remains valid until the turn returns to you. At that point the truce ends and the Diplomat card is discarded.
If during a game the number of players is reduced to two, the Diplomat cards are immediately discarded and replaced with other cards drawn from the deck.
Setup
One of the players takes on the task of dealing the cards and the armies to the others.
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Each player takes a sheet of paper and a pencil, which they will use following the instructions in step 5.
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Each player chooses the colour they intend to use for their armies and rolls a die. The player with the highest score plays first; the others sit to their left in descending order of the number rolled. In case of a tie between two players, the roll is repeated. The starting player takes, WITHOUT LOOKING, a banner, places it on a fortress and places this fortress on any one of the territories of the Empire whose initial appears on the banner drawn.
THIS IS THE FORTRESS WITH THE BANNER THAT EACH PLAYER MUST DEFEND!
The other players, from left to right, carry out the same operation.
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Each player is given tanks of their chosen colour according to the following table:
- 3 players: 35 armies to each player.
- 4 players: 30 armies to each player.
- 5 players: 25 armies to each player.
- 6 players: 20 armies to each player.
The flags (10 armies) and the larger tanks (5 armies) are kept as reserve and replaced when the tanks begin to run short.
Each player occupies, with one army, each territory of their own Empire.
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Each player, on their turn, places one army on any territory still free on the board. This continues until EVERY territory is occupied by an army. Then each player, on their turn, places 5 armies on any one of the territories they occupy; this continues until all the armies received in the initial allocation are used up. (The last armies, even if fewer than 5, are placed on a SINGLE territory.) There is no limit to the number of armies that may be placed on one territory.
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Choose in secret a territory on which to strategically place your Hidden Armies (see p. 7). This may be any territory, except one occupied by a fortress. Write the chosen territory and your name on the sheet of paper, then slip the sheet under the board.
Transcriber's note: the source text ends at setup step 6. The printed rulebook's remaining material, if any, is not included here.